Anyone have thoughts on Scavenging Ooze? I've been thinking that we may need a piece of graveyard hate outside of Bojuka Bog, and I figured that it would be ideal to pick one that's easily tutorable, which means that Ooze and Nihil Spellbomb are two of my top options. Combining this with his upcoming reprint in M14 made me think that he could be a good card to discuss.
Also, while we're on the subject, any other M14 cards that interest people?
I run the ooze in almost every green list I can fit him in; he's just too good not to. While it's true that we also have the less mana intensive Withered Wretch in our colors, I find the upside on oozes effects far outweigh the mana requirements. But that's just my opinion.
Nothing so far in M14 that interests me, and it doesn't look like anything will since we're almost done previewing it. How about you?
Anyone have thoughts on Scavenging Ooze? I've been thinking that we may need a piece of graveyard hate outside of Bojuka Bog, and I figured that it would be ideal to pick one that's easily tutorable, which means that Ooze and Nihil Spellbomb are two of my top options. Combining this with his upcoming reprint in M14 made me think that he could be a good card to discuss.
Also, while we're on the subject, any other M14 cards that interest people?
I'm adding him as soon as I can get my hands on one. He gets big, gains life, and hates on enemy gys if needed. There are some exciting cards in M14, but not for this deck. With so many good options for us, its hard for there to be any game changers.
I'm adding him as soon as I can get my hands on one. He gets big, gains life, and hates on enemy gys if needed. There are some exciting cards in M14, but not for this deck. With so many good options for us, its hard for there to be any game changers.
I decided it was worth it to download Duels of the Planeswalkers for Steam, so I got my foil promo version. Having a heck of a time figuring out where to slot him in though. I feel like my list is so tight at this point that it's really difficult to cut anything.
I run the ooze in almost every green list I can fit him in; he's just too good not to. While it's true that we also have the less mana intensive Withered Wretch in our colors, I find the upside on oozes effects far outweigh the mana requirements. But that's just my opinion.
Nothing so far in M14 that interests me, and it doesn't look like anything will since we're almost done previewing it. How about you?
Really nothing outside of Scavenging Ooze and possibly Shadowborn Demon, but we have known both of those for a while.
No love for grim return i may put that in to at least test it, but i feel it may be to situational . On Ooze its been great in my list as an extra grave hate card.
No love for grim return i may put that in to at least test it, but i feel it may be to situational . On Ooze its been great in my list as an extra grave hate card.
Far too situational IMO. I would miuch rather have Reanimate, Animate Dead, etc. Or Necromancy if you want an instant speed option. I would even prefer to run something like Makeshift Mannequin if you want more instant speed reanimate options. It has to be a creature that was placed there from the battlefield, so it doesn't work at all with stuff like Survival, Buried Alive, and Entomb.
Anyone have thoughts on Scavenging Ooze? I've been thinking that we may need a piece of graveyard hate outside of Bojuka Bog, and I figured that it would be ideal to pick one that's easily tutorable, which means that Ooze and Nihil Spellbomb are two of my top options. Combining this with his upcoming reprint in M14 made me think that he could be a good card to discuss.
Also, while we're on the subject, any other M14 cards that interest people?
i find that ooze is very green hungry as GY hate. while it does net you life and pump him, the fact that he is green hungry annoys me.
i would suggest getting a vorinclex, voice of hunger. i find that he can ramp you up pretty well and win games.
and what is grim return? i can't seem to find it
I decided it was worth it to download Duels of the Planeswalkers for Steam, so I got my foil promo version. Having a heck of a time figuring out where to slot him in though. I feel like my list is so tight at this point that it's really difficult to cut anything.
Personally, I'm cutting Terastodon. I don't need him anymore, I feel like I got plenty of power. I never really need him with Sylvan Primordial being a thing. I also feel like the ability to reanimate him early is good but not really awesome enough for me to regret cutting him.
I dont know... i really like EOT flash terastodon, my turn body doube and phant image is saucy.
Scavenging ooze is strong. Surgical and consistent GY hate is strong. Withered Wretch is better early game, but late game a 2/2 body that doesnt grow is too weak in edh. If we need mass gy hate just tutor up juka bog or tormod's.
Eh, You can do the same with almost any other ETB creature and it will be powerful. Even if I cut the elephant I will still have 9 big creatures to cheat/reanimate/ramp into. If I feel like I'm missing power I can always put him back in.
I'm running Havengul Lich now if you guys are curious. I haven't had a chance to test it yet, but Dtrain speaks for it. I'm sure it will be awesome.
He is very black heavy for a tri-color deck. Triple black and the life loss can be a factor. The last time I lost with this deck it was to some sneaky beatdown. I like how he just puts the creatures into play, but he does have some weaknesses too.
As far as Havengul Lich goes, I haven't had a chance to test it yet. The low curve of the build might be really good for him. While he might cost more to use in one turn than Chainer, The colorless ability and painfree aspect might add up over time. Only testing can tell.
The largest reason is probably because of the very high black mana requirement, which doesn't work too well in a three color deck. Another reason is the life loss, which tends to stack up very quickly in this deck. I'm also pretty light on sac outlets, which increases the chances that something will end up exiled if Chainer gets killed. I'm usually recurring small value creatures like Fleshbag Marauder and Phantasmal Image with Lich, so Chainer wouldn't provide too much of a discount on those, and would sometimes make them harder to cast. I think many times I would rather have to pay a cost of 3B than BBB, not to mention the 3 life. The fact that Lich can gain activated abilities is mostly irrelevant since I don't really run any creatures that need to tap to use their abilities, but it is possible that I could grab something interesting from an opponent's graveyard.
Ah yes... Phant image never seems to lose value. I'll have to try that out.
How have you guys liked plasm capture? Or is anyone even running it?
Finally broke down and got a mana drain for the deck too.
Ah yes... Phant image never seems to lose value. I'll have to try that out.
How have you guys liked plasm capture? Or is anyone even running it?
Finally broke down and got a mana drain for the deck too.
I am still running it, but I haven't gotten much benefit out of it, and it would probably be better off as a cheap counter like Arcane Denial or plain old Counterspell. Mana Drain is a bit out of reach for me as a college student, so I have to make do with the next best options. If Plasm Capture wasn't such a perfect fit thematically, I probably would have cut it already.
The land is nowhere near optimized yet. I tend not to get any sort of mana screw but it's not where it could be. Now I haven't gone through the 40 sum pages in this thread so some of these ideas might have been talked about already, apologies if so, but there's nothing wrong with revisiting some past ideas.
This build has a heavy emphasis on enter the battlefield effects. Every little advantage helps in edh and it's nice knowing that when slamming down your creatures in a game, they all give you immediate options. With a bunch of creatures having etb stuff attached and all of the removal options in the deck, it leaning towards the control side of the spectrum. The removal I have (ie all the enchantment removal and some artifact removal) is mostly meta, seeing as this list doesn't run too much of either, it's not usually detrimental to me. The deck is extremely flexible because as mentioned earlier, the etb effects as well as the recursion from Back to Nature, Reclaim, Nature's Spiral, Clone, Mimeoplasm, etc., will usually get you what you need at any given moment.
On that note, there is one thing in particular that is absolutely bonkers. Deadeye Navigator in this deck is ridiculous. It's not uncommon to be flickering Zegana to draw 6-8 cards for 2 mana, or machine gun down creatures/enchantments/artifacts/lands with Acidic Slime or Dark Hatchling. Not to mention he basically gives any creature of yours evasion from removal for 2-4 mana. Anyone who can use this guy definitely should.
So yeah, that's my Mimeoplasm deck, if you guys see anything that I should add other than optimizing things, let me know. At this point though there isn't a whole lot of wiggle room but I do enjoy suggestions.
Kalonian Hydra? Seems pretty sweet in this deck. I just pulled out a chunk of my old Mimeoplasm cards and was hoping to put it back together after M14 releases so I thought I would stop by.
Kalonian Hydra? Seems pretty sweet in this deck. I just pulled out a chunk of my old Mimeoplasm cards and was hoping to put it back together after M14 releases so I thought I would stop by.
It will definitely get huge fast, but it doesn't have much protection or haste, which I usually like to have for a creature that would be a Mimeoplasm base. I might consider him once his price settles down, but there is no way I am paying $25 for what will probably end up as a cheap mythic.
On another note, I think I'm going to swap Plasm Capture for Arcane Denial. Four mana is too much to leave open for a counterspell, so I am going to go with the much more mana efficient option. Letting the opponent draw two cards is a pretty big drawback, but 95% of the time the stuff they draw will be less threatening than whatever you countered, and we can steal the draw with Consecrated Sphinx or Notion Thief occasionally. A hard counter that cantrips for 1U is something that is pretty hard to come by. Ideally this spot would be filled by Mana Drain, but I don't currently have the funds to get ahold of one.
And this may seem pretty janky, but hey, Harrow and graveyard enabler on a stick: Dreamscape Artist.
I have thought about Phyrexian Tower in place of High Market in the past, but I have never been able to actually locate one. I guess I haven't made it too big of a priority, since the deck sorely needs the lifegain from High Market at times. The biggest problem is that searching for utility lands has become much more difficult with Prime Time out of the picture. That's why I thought about running Crop Rotation or possibly Realms Uncharted in this deck. I have been loving the ability to grab Life from the Loam and a nice land package with Intuition, so having another nonbasic tutor would really help with the consistency.
I feell like Dreamscape Artist is pretty bad in a deck that has access to green. I generally tend to dislike creatures which require tapping to use since they have to survive an entire turn cycle to become useful. On top of that, it's not that great of a graveyard enabler, and isn't that good as ramp either since you only end up +1 from where you started. The fact that I'm only running 10 basics doesn't help much either.
Just added a new utility land, miren, the moaning well
We call it the boning well. I also run triskelion/lord of extinction, so sacking lord of extinction for life equal to toughness is huge.
Also, whats your guys take on graveyard defense. I dont see much grave yard hate but if i anticipate it i often fetch up trinket mage / elixir of immortality, but if they really want to get me they can krosan grip followed by bajuka bog. Its not teh end of the world but its preventable and it may stop me from living death or recurring cyclonic rift. Currently my further measures consist of voidslime main board and feldons cane / thran foundry in sideboard, also thinking of mnemonic nexus, which is tutorable.
My list is quite similar to dtrain, lots of etb and toolboxing
Im thinking of cutting some cards. Oracle of mul daya seems to be something i never want, since by the time i hit that area of the curve, im really trying to ramp with sylvan primordial or do other stuff, it just seems like a card i never would rather have as opposed to some other option,
Ultimately my kwestshun is thiss:
What cards are you considerig cutting (@dtrain)
And what cards are you eager to find for the deck to try
Edit: a side note on oracle, it seems legit with strip mine and crucible, but everyone in my playgroup feels that onesided land destruction is not a 'fun' strategy, i even try to moderate myself with terastodon and / or sylvan as to not wreck people too badly. I do play with the same people after all and i must keep up a sort of gentlemans code of ethics, theres what im capable of and what i will do and most players know this, when it comes to the politics game, do you really want to get hated out early game 3 on 1. It should be noted that i win 90%of the time even with a more restrained approach.
Just added a new utility land, miren, the moaning well
We call it the boning well. I also run triskelion/lord of extinction, so sacking lord of extinction for life equal to toughness is huge.
Also, whats your guys take on graveyard defense. I dont see much grave yard hate but if i anticipate it i often fetch up trinket mage / elixir of immortality, but if they really want to get me they can krosan grip followed by bajuka bog. Its not teh end of the world but its preventable and it may stop me from living death or recurring cyclonic rift. Currently my further measures consist of voidslime main board and feldons cane / thran foundry in sideboard, also thinking of mnemonic nexus, which is tutorable.
My list is quite similar to dtrain, lots of etb and toolboxing
Im thinking of cutting some cards. Oracle of mul daya seems to be something i never want, since by the time i hit that area of the curve, im really trying to ramp with sylvan primordial or do other stuff, it just seems like a card i never would rather have as opposed to some other option,
Ultimately my kwestshun is thiss:
What cards are you considerig cutting (@dtrain)
And what cards are you eager to find for the deck to try
Edit: a side note on oracle, it seems legit with strip mine and crucible, but everyone in my playgroup feels that onesided land destruction is not a 'fun' strategy, i even try to moderate myself with terastodon and / or sylvan as to not wreck people too badly. I do play with the same people after all and i must keep up a sort of gentlemans code of ethics, theres what im capable of and what i will do and most players know this, when it comes to the politics game, do you really want to get hated out early game 3 on 1. It should be noted that i win 90%of the time even with a more restrained approach.
Graveyard hate: I would say the best way to combat graveyard hate is to play around it and not overextend. Oftentimes you can force someone into using their graveyard hate at an inopportune time, allowing you to pull off the play that you wanted to make a couple turns later. We also have a few cards that can stop graveyard hate, mainly Voidslime and Krosan Grip. I find these to be ideal because they are very useful as general purpose spells, but you can use them to combat graveyard hate if it comes up. Grip is usually used to kill Tormod's Crypt, Nihil Spellbomb, and Relic of Progenitus since they can't activate them in response. It also kills Rest in Peace which can be a huge pain in many situations. Voidslime is even better since it can counter any piece of graveyard hate, even stopping the triggered ability of Bojuka Bog.
Hmm... as far as cuts go, I'm having a pretty hard time choosing things right now. I feel like everything in my list does its job pretty well and I'm having trouble picking out weakest links. You mentioned Oracle of Mul Daya, but it has done a ton of good things for me. Just the other day I had a game that went:
At this point I was able to hit two land drops every turn, which led to me having the game locked up by around turn 5-6. Obviously this isn't typical, but an early Oracle is amazing ramp, and late game it keeps you from drawing lands when you need spells.
In terms of adding cards, I really want to fit in Scavenging Ooze. I tried him out in a few games and multiple times he was able to grow to 15/15 or bigger while gaining me a ton of life and hosing opposing graveyard strategies. Another card that I would like to fit in is Green Sun's Zenith. I used to run it, back when Primeval Titan was legal, but I cut it when he was banned. I think my deck may onve again have enough green creatures to justify its inclusion. The last change I have been looking at is swapping Plasm Capture for a cheaper counter like Arcane Denial or plain old Counterspell. Basically the reason for this is that the deck wants to be able to do stuff on its own turn while still leaving up counter mana, and four is just too much to leave open for Plasm Capture's effect most of the time. The extra mana is only really useful early game, which is the time where I need to be focused on developing my own position rather than leaving up four mana every turn.
--
On a seperate note, I need to do some updates on the primer, one of which is the budget decklist. It doesn't really reflect the playstyle of the main version of the deck at all, and I would like to fix that. My question for all of you is, what is a good way to define budget in this instance? Should I set the entire deck price to a certain value, or should I restrict it to a certain price that no single card can go over? For example, a deck could cost $200 and have all its value in cards like Survival of the Fittest and Intuition which are amazing in this deck, or it could have lots of cards that are very powerful and cost less than $5 or some other arbitrary number. I feel like the second approach would probably result in a better deck overall, though there are some cards which really don't have budget substitutes. What are other people's thought in this matter?
Well, I am thinking about removing Consecrated Sphinx, as crazy as that sounds. He's never really a better choice to reanimate than Jin-Gitaxias, and he draws just a much hate, while drawing fewer cards 90% of the time. I really want to get Scavenging Ooze in as another graveyard hate / lifegain effect, and Sphinx may have to go. Thoughts? I have also considered trying to turn into a more reanimator based build with a couple more fatties and reanimate spells like Animate Dead.
I run the ooze in almost every green list I can fit him in; he's just too good not to. While it's true that we also have the less mana intensive Withered Wretch in our colors, I find the upside on oozes effects far outweigh the mana requirements. But that's just my opinion.
Nothing so far in M14 that interests me, and it doesn't look like anything will since we're almost done previewing it. How about you?
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
I'm adding him as soon as I can get my hands on one. He gets big, gains life, and hates on enemy gys if needed. There are some exciting cards in M14, but not for this deck. With so many good options for us, its hard for there to be any game changers.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I decided it was worth it to download Duels of the Planeswalkers for Steam, so I got my foil promo version. Having a heck of a time figuring out where to slot him in though. I feel like my list is so tight at this point that it's really difficult to cut anything.
Really nothing outside of Scavenging Ooze and possibly Shadowborn Demon, but we have known both of those for a while.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Nin's theft
Mill all decks
bruna blink
Far too situational IMO. I would miuch rather have Reanimate, Animate Dead, etc. Or Necromancy if you want an instant speed option. I would even prefer to run something like Makeshift Mannequin if you want more instant speed reanimate options. It has to be a creature that was placed there from the battlefield, so it doesn't work at all with stuff like Survival, Buried Alive, and Entomb.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
i find that ooze is very green hungry as GY hate. while it does net you life and pump him, the fact that he is green hungry annoys me.
i would suggest getting a vorinclex, voice of hunger. i find that he can ramp you up pretty well and win games.
and what is grim return? i can't seem to find it
Thanks Argentleman;)
WB Teysa token aggroBW (retired)
MAKING (Onmath, Numot, maybe something in Esper)
Personally, I'm cutting Terastodon. I don't need him anymore, I feel like I got plenty of power. I never really need him with Sylvan Primordial being a thing. I also feel like the ability to reanimate him early is good but not really awesome enough for me to regret cutting him.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Scavenging ooze is strong. Surgical and consistent GY hate is strong. Withered Wretch is better early game, but late game a 2/2 body that doesnt grow is too weak in edh. If we need mass gy hate just tutor up juka bog or tormod's.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
I'm running Havengul Lich now if you guys are curious. I haven't had a chance to test it yet, but Dtrain speaks for it. I'm sure it will be awesome.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
As far as Havengul Lich goes, I haven't had a chance to test it yet. The low curve of the build might be really good for him. While he might cost more to use in one turn than Chainer, The colorless ability and painfree aspect might add up over time. Only testing can tell.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
The largest reason is probably because of the very high black mana requirement, which doesn't work too well in a three color deck. Another reason is the life loss, which tends to stack up very quickly in this deck. I'm also pretty light on sac outlets, which increases the chances that something will end up exiled if Chainer gets killed. I'm usually recurring small value creatures like Fleshbag Marauder and Phantasmal Image with Lich, so Chainer wouldn't provide too much of a discount on those, and would sometimes make them harder to cast. I think many times I would rather have to pay a cost of 3B than BBB, not to mention the 3 life. The fact that Lich can gain activated abilities is mostly irrelevant since I don't really run any creatures that need to tap to use their abilities, but it is possible that I could grab something interesting from an opponent's graveyard.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
How have you guys liked plasm capture? Or is anyone even running it?
Finally broke down and got a mana drain for the deck too.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
I am still running it, but I haven't gotten much benefit out of it, and it would probably be better off as a cheap counter like Arcane Denial or plain old Counterspell. Mana Drain is a bit out of reach for me as a college student, so I have to make do with the next best options. If Plasm Capture wasn't such a perfect fit thematically, I probably would have cut it already.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Nin's theft
Mill all decks
bruna blink
00 The Mimeoplasm
Creatures
01 Moldgraf Monstrosity
02 Vorinclex, Voice of Hunger
03 Sylvan Primordial
04 Sepulchral Primordial
05 Sheoldred, Whispering One
06 Phyrexian Ingester
07 Diluvian Primordial
08 Sphinx of Uthuun
09 Deadeye Navigator
10 Frost Titan
11 Dark Hatchling
12 Prime Speaker Zegana
13 Havengul Lich
14 Consuming Aberration
15 Shriekmaw
16 Acidic Slime
17 Mulldrifter
18 Sower of Temptation
19 Clone
20 Necrotic Ooze
21 Phyrexian Metamorph
22 Fauna Shaman
Enchantments
23 Diabolic Servitude
24 Necropotence
25 Necromancy
26 Tranquil Grove
27 Animate Dead
28 Pristine Talisman
29 Sol Ring
Instants
30 Slice in Twain
31 Spite/Malice
32 Pulse of the Grid
33 Forbidden Alchemy
34 Harrow
35 Psychic Strike
36 Think Twice
37 Back to Nature
38 Reclaim
39 Tragic Slip
40 Entomb
Sorceries
41 Diabolic Revelation
42 Black Sun's Zenith
43 Life's Finale
44 Beacon of Unrest
45 Diabolic Tutor
46 Damnation
47 Reverent Silence
48 Creeping Corrosion
49 Dread Return
50 Harmonize
51 Buried Alive
52 Recollect
53 Rampant Growth
54 Sign in Blood
55 Farseek
56 Nature's Spiral
57 Exhume
58 Careful Study
59 Reanimate
60 Liliana Vess
Land
12 Swamp
11 Forest
7 Island
1 Temple of the False God
1 Breeding Pool
1 Nephalia Drownyard
1 Drowned Catacomb
1 Hinterland Harbor
1 Transguild Promenade
1 Command Tower
1 Polluted Mire
1 Dimir Guildgate
The land is nowhere near optimized yet. I tend not to get any sort of mana screw but it's not where it could be. Now I haven't gone through the 40 sum pages in this thread so some of these ideas might have been talked about already, apologies if so, but there's nothing wrong with revisiting some past ideas.
This build has a heavy emphasis on enter the battlefield effects. Every little advantage helps in edh and it's nice knowing that when slamming down your creatures in a game, they all give you immediate options. With a bunch of creatures having etb stuff attached and all of the removal options in the deck, it leaning towards the control side of the spectrum. The removal I have (ie all the enchantment removal and some artifact removal) is mostly meta, seeing as this list doesn't run too much of either, it's not usually detrimental to me. The deck is extremely flexible because as mentioned earlier, the etb effects as well as the recursion from Back to Nature, Reclaim, Nature's Spiral, Clone, Mimeoplasm, etc., will usually get you what you need at any given moment.
On that note, there is one thing in particular that is absolutely bonkers. Deadeye Navigator in this deck is ridiculous. It's not uncommon to be flickering Zegana to draw 6-8 cards for 2 mana, or machine gun down creatures/enchantments/artifacts/lands with Acidic Slime or Dark Hatchling. Not to mention he basically gives any creature of yours evasion from removal for 2-4 mana. Anyone who can use this guy definitely should.
So yeah, that's my Mimeoplasm deck, if you guys see anything that I should add other than optimizing things, let me know. At this point though there isn't a whole lot of wiggle room but I do enjoy suggestions.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
It will definitely get huge fast, but it doesn't have much protection or haste, which I usually like to have for a creature that would be a Mimeoplasm base. I might consider him once his price settles down, but there is no way I am paying $25 for what will probably end up as a cheap mythic.
On another note, I think I'm going to swap Plasm Capture for Arcane Denial. Four mana is too much to leave open for a counterspell, so I am going to go with the much more mana efficient option. Letting the opponent draw two cards is a pretty big drawback, but 95% of the time the stuff they draw will be less threatening than whatever you countered, and we can steal the draw with Consecrated Sphinx or Notion Thief occasionally. A hard counter that cantrips for 1U is something that is pretty hard to come by. Ideally this spot would be filled by Mana Drain, but I don't currently have the funds to get ahold of one.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
And this may seem pretty janky, but hey, Harrow and graveyard enabler on a stick: Dreamscape Artist.
I have thought about Phyrexian Tower in place of High Market in the past, but I have never been able to actually locate one. I guess I haven't made it too big of a priority, since the deck sorely needs the lifegain from High Market at times. The biggest problem is that searching for utility lands has become much more difficult with Prime Time out of the picture. That's why I thought about running Crop Rotation or possibly Realms Uncharted in this deck. I have been loving the ability to grab Life from the Loam and a nice land package with Intuition, so having another nonbasic tutor would really help with the consistency.
I feell like Dreamscape Artist is pretty bad in a deck that has access to green. I generally tend to dislike creatures which require tapping to use since they have to survive an entire turn cycle to become useful. On top of that, it's not that great of a graveyard enabler, and isn't that good as ramp either since you only end up +1 from where you started. The fact that I'm only running 10 basics doesn't help much either.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
We call it the boning well. I also run triskelion/lord of extinction, so sacking lord of extinction for life equal to toughness is huge.
Also, whats your guys take on graveyard defense. I dont see much grave yard hate but if i anticipate it i often fetch up trinket mage / elixir of immortality, but if they really want to get me they can krosan grip followed by bajuka bog. Its not teh end of the world but its preventable and it may stop me from living death or recurring cyclonic rift. Currently my further measures consist of voidslime main board and feldons cane / thran foundry in sideboard, also thinking of mnemonic nexus, which is tutorable.
My list is quite similar to dtrain, lots of etb and toolboxing
Im thinking of cutting some cards. Oracle of mul daya seems to be something i never want, since by the time i hit that area of the curve, im really trying to ramp with sylvan primordial or do other stuff, it just seems like a card i never would rather have as opposed to some other option,
Ultimately my kwestshun is thiss:
What cards are you considerig cutting (@dtrain)
And what cards are you eager to find for the deck to try
Edit: a side note on oracle, it seems legit with strip mine and crucible, but everyone in my playgroup feels that onesided land destruction is not a 'fun' strategy, i even try to moderate myself with terastodon and / or sylvan as to not wreck people too badly. I do play with the same people after all and i must keep up a sort of gentlemans code of ethics, theres what im capable of and what i will do and most players know this, when it comes to the politics game, do you really want to get hated out early game 3 on 1. It should be noted that i win 90%of the time even with a more restrained approach.
Graveyard hate: I would say the best way to combat graveyard hate is to play around it and not overextend. Oftentimes you can force someone into using their graveyard hate at an inopportune time, allowing you to pull off the play that you wanted to make a couple turns later. We also have a few cards that can stop graveyard hate, mainly Voidslime and Krosan Grip. I find these to be ideal because they are very useful as general purpose spells, but you can use them to combat graveyard hate if it comes up. Grip is usually used to kill Tormod's Crypt, Nihil Spellbomb, and Relic of Progenitus since they can't activate them in response. It also kills Rest in Peace which can be a huge pain in many situations. Voidslime is even better since it can counter any piece of graveyard hate, even stopping the triggered ability of Bojuka Bog.
Hmm... as far as cuts go, I'm having a pretty hard time choosing things right now. I feel like everything in my list does its job pretty well and I'm having trouble picking out weakest links. You mentioned Oracle of Mul Daya, but it has done a ton of good things for me. Just the other day I had a game that went:
T1: Land, Sol Ring
T2: Land, Oracle, Land
T3: Intuition for Life from the Loam + 2 Fetchlands
At this point I was able to hit two land drops every turn, which led to me having the game locked up by around turn 5-6. Obviously this isn't typical, but an early Oracle is amazing ramp, and late game it keeps you from drawing lands when you need spells.
In terms of adding cards, I really want to fit in Scavenging Ooze. I tried him out in a few games and multiple times he was able to grow to 15/15 or bigger while gaining me a ton of life and hosing opposing graveyard strategies. Another card that I would like to fit in is Green Sun's Zenith. I used to run it, back when Primeval Titan was legal, but I cut it when he was banned. I think my deck may onve again have enough green creatures to justify its inclusion. The last change I have been looking at is swapping Plasm Capture for a cheaper counter like Arcane Denial or plain old Counterspell. Basically the reason for this is that the deck wants to be able to do stuff on its own turn while still leaving up counter mana, and four is just too much to leave open for Plasm Capture's effect most of the time. The extra mana is only really useful early game, which is the time where I need to be focused on developing my own position rather than leaving up four mana every turn.
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On a seperate note, I need to do some updates on the primer, one of which is the budget decklist. It doesn't really reflect the playstyle of the main version of the deck at all, and I would like to fix that. My question for all of you is, what is a good way to define budget in this instance? Should I set the entire deck price to a certain value, or should I restrict it to a certain price that no single card can go over? For example, a deck could cost $200 and have all its value in cards like Survival of the Fittest and Intuition which are amazing in this deck, or it could have lots of cards that are very powerful and cost less than $5 or some other arbitrary number. I feel like the second approach would probably result in a better deck overall, though there are some cards which really don't have budget substitutes. What are other people's thought in this matter?
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Nin's theft
Mill all decks
bruna blink